Level
9th
Casting Time
1 Special
Range/Area
60 ft. (60 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
None
Damage/Effect

In the dim tapestry between life and death, you initiate the solemn and intricate dance known as the "Death's Pas de Deux," a communion with the gods of death themselves. As you surrender your mortal vitality willingly, you become a vessel for the ethereal dance of mortality's mysteries.

Casting this spell requires your action and bonus action to be used and half of your max movement speed

- Your hit points are reduced to 0 for the duration, but you are not unconscious and cannot go unconscious for the duration of the spell. When the spell ends, you fall prone to the ground and are stunned for 3 rounds. If you are at 0 health when the spell ends, you may choose to drain the life from a willing creature, killing them and replenishing your own life.

- You are immune to all damage for the spell's duration. You still roll for concentration checks after taking a hit. On a failed con check, the time the spell is active decreases by 1 round.

- All friendly creatures of your choice within 60 feet gain advantage on attack rolls and saving throws. Additonally, allies affected by the spell gain temporary hit points at the start of their turns equal to half of the life force you lost, rounded up while they remain in range

- Spectral Guardians: Spectral guardians materialize around you, providing protection. Any enemy that starts its turn within 10 feet of you must make a Dexterity saving throw or take necrotic damage equal to your spellcasting ability modifier. The guardians impose disadvantage on melee attack rolls against you.

- Ephemeral Echoes: At the start of each of your turns, echoes of past lives manifest, providing you with advantage on all saving throws until the start of your next turn.

- Lingering Dread: Enemies who succeed on their saving throw against the frightened condition are still filled with lingering dread. They suffer disadvantage on their next attack roll or ability check.

- Soulwoven Drain: As an action, you can initiate a soulwoven drain on one creature within range. Make a ranged spell attack against the chosen creature. On a hit, the target takes necrotic damage equal to 4d8 + your spellcasting ability modifier, and allies of your choice within the spell's range regain hit points equal to half the damage dealt. This ability is only available for the duration of the spell.

* - (Several drops of the casters blood)

Available For:

Alukard69666

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